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/cvs/deliantra/server/server/spell_util.C
Revision: 1.22
Committed: Thu Dec 14 22:45:41 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.21: +1 -1 lines
Log Message:
- implement event watcher autoncancellation on reload
- used it everywhere
- removed lots of compatibility cruft
  - configure does no longer check for mandatory unix functionality/headers
  - confgiure now runs much faster

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24
25 #include <global.h>
26 #include <spells.h>
27 #include <object.h>
28 #include <errno.h>
29 #ifndef __CEXTRACT__
30 # include <sproto.h>
31 #endif
32 #include <sounds.h>
33
34 extern char *spell_mapping[];
35
36 /* This returns a random spell from 'ob'. If skill is set, then
37 * the spell must be of this skill, it can be NULL in which case all
38 * matching spells are used.
39 */
40 object *
41 find_random_spell_in_ob (object *ob, const char *skill)
42 {
43 int k = 0, s;
44 object *tmp;
45
46 for (tmp = ob->inv; tmp; tmp = tmp->below)
47 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
48 k++;
49
50 /* No spells, no need to progess further */
51 if (!k)
52 return NULL;
53
54 s = RANDOM () % k;
55
56 for (tmp = ob->inv; tmp; tmp = tmp->below)
57 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
58 {
59 if (!s)
60 return tmp;
61 else
62 s--;
63 }
64 /* Should never get here, but just in case */
65 return NULL;
66 }
67
68 /* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill
71 * is whatever skill the spell requires.
72 * if instead caster (rod, horn, wand, etc) is casting the skill,
73 * then they get exp for the skill that you need to use for
74 * that object (use magic device).
75 */
76 void
77 set_spell_skill (object *op, object *caster, object *spob, object *dest)
78 {
79 if (caster == op && spob->skill)
80 dest->skill = spob->skill;
81 else
82 dest->skill = caster->skill;
83 }
84
85 /* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors.
90 */
91 void
92 init_spells (void)
93 {
94 #ifdef SPELL_DEBUG
95 static int init_spells_done = 0;
96 int i;
97 archetype *at;
98
99 if (init_spells_done)
100 return;
101 LOG (llevDebug, "Checking spells...\n");
102
103 for (at = first_archetype; at; at = at->next)
104 {
105 if (at->clone.type == SPELL)
106 {
107 if (at->clone.skill)
108 {
109 for (i = 1; i < NUM_SKILLS; i++)
110 if (!strcmp (skill_names[i], at->clone.skill))
111 break;
112 if (i == NUM_SKILLS)
113 {
114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
115 }
116 }
117 /* other_arch is already checked for in the loader */
118 }
119 }
120
121 i = 0;
122 while (spell_mapping[i])
123 {
124 if (!archetype::find (spell_mapping[i]))
125 {
126 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
127 }
128 i++;
129 }
130 LOG (llevDebug, "Checking spells completed.\n");
131 #endif
132 }
133
134 /* Dumps all the spells - now also dumps skill associated with the spell.
135 * not sure what this would be used for, as the data seems pretty
136 * minimal, but easy enough to keep around.
137 */
138 void
139 dump_spells (void)
140 {
141 archetype *at;
142
143 for (at = first_archetype; at; at = at->next)
144 {
145 if (at->clone.type == SPELL)
146 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
149 }
150 }
151 }
152
153 /* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map
155 */
156
157 void
158 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159 {
160
161 if (spob->other_arch != NULL)
162 {
163 object *effect = arch_to_object (spob->other_arch);
164
165 effect->x = x;
166 effect->y = y;
167
168 insert_ob_in_map (effect, map, originator, 0);
169 }
170 }
171
172 /*
173 * This function takes a caster and spell and presents the
174 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod
177 *
178 * caster is person casting hte spell.
179 * spell is the spell object.
180 * Returns modified level.
181 */
182 int
183 min_casting_level (object *caster, object *spell)
184 {
185 int new_level;
186
187 if (caster->path_denied & spell->path_attuned)
188 return 1;
189
190 new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
192
193 return (new_level < 1) ? 1 : new_level;
194 }
195
196
197 /* This function returns the effective level the spell
198 * is being cast at.
199 * Note that I changed the repelled/attuned bonus to 2 from 5.
200 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4
202 */
203
204 int
205 caster_level (object *caster, object *spell)
206 {
207 int level = caster->level;
208
209 /* If this is a player, try to find the matching skill */
210 if (caster->type == PLAYER && spell->skill)
211 for (int i = 0; i < NUM_SKILLS; i++)
212 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
213 {
214 level = caster->contr->last_skill_ob[i]->level;
215 break;
216 }
217
218 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
219 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
220 {
221 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
222 int sk_level = skill ? skill->level : 1;
223
224 level = MIN (level, sk_level + level / 10 + 1);
225 }
226
227 /* Got valid caster level. Now adjust for attunement */
228 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
229
230 /* Always make this at least 1. If this is zero, we get divide by zero
231 * errors in various places.
232 */
233 if (level < 1)
234 level = 1;
235
236 return level;
237 }
238
239 /* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high
242 * levels. Very cheap mass destruction. This function is
243 * intended to keep the sp cost related to the effectiveness.
244 * op is the player/monster
245 * caster is what is casting the spell, can be op.
246 * spell is the spell object.
247 * Note that it is now possible for a spell to cost both grace and
248 * mana. In that case, we return which ever value is higher.
249 */
250
251 sint16
252 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
253 {
254 int sp, grace, level = caster_level (caster, spell);
255
256 if (settings.spellpoint_level_depend == TRUE)
257 {
258 if (spell->stats.sp && spell->stats.maxsp)
259 {
260 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
261 }
262 else
263 sp = spell->stats.sp;
264
265 sp *= (int) PATH_SP_MULT (caster, spell);
266 if (!sp && spell->stats.sp)
267 sp = 1;
268
269 if (spell->stats.grace && spell->stats.maxgrace)
270 {
271 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
272 }
273 else
274 grace = spell->stats.grace;
275
276 grace *= (int) PATH_SP_MULT (caster, spell);
277 if (spell->stats.grace && !grace)
278 grace = 1;
279 }
280 else
281 {
282 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
283 if (spell->stats.sp && !sp)
284 sp = 1;
285 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
286 if (spell->stats.grace && !grace)
287 grace = 1;
288 }
289 if (flags == SPELL_HIGHEST)
290 return MAX (sp, grace);
291 else if (flags == SPELL_GRACE)
292 return grace;
293 else if (flags == SPELL_MANA)
294 return sp;
295 else
296 {
297 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
298 return 0;
299 }
300 }
301
302
303 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
304 * spob is the spell we are adjusting.
305 */
306 int
307 SP_level_dam_adjust (object *caster, object *spob)
308 {
309 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level (caster, spob);
311
312 if (adj < 0)
313 adj = 0;
314 if (spob->dam_modifier)
315 adj /= spob->dam_modifier;
316 else
317 adj = 0;
318 return adj;
319 }
320
321 /* Adjust the strength of the spell based on level.
322 * This is basically the same as SP_level_dam_adjust above,
323 * but instead looks at the level_modifier value.
324 */
325 int
326 SP_level_duration_adjust (object *caster, object *spob)
327 {
328 int level = caster_level (caster, spob);
329 int adj = level - min_casting_level (caster, spob);
330
331 if (adj < 0)
332 adj = 0;
333 if (spob->duration_modifier)
334 adj /= spob->duration_modifier;
335 else
336 adj = 0;
337
338 return adj;
339 }
340
341 /* Adjust the strength of the spell based on level.
342 * This is basically the same as SP_level_dam_adjust above,
343 * but instead looks at the level_modifier value.
344 */
345 int
346 SP_level_range_adjust (object *caster, object *spob)
347 {
348 int level = caster_level (caster, spob);
349 int adj = level - min_casting_level (caster, spob);
350
351 if (adj < 0)
352 adj = 0;
353 if (spob->range_modifier)
354 adj /= spob->range_modifier;
355 else
356 adj = 0;
357
358 return adj;
359 }
360
361 /* Checks to see if player knows the spell. If the name is the same
362 * as an existing spell, we presume they know it.
363 * returns 1 if they know the spell, 0 if they don't.
364 */
365 object *
366 check_spell_known (object *op, const char *name)
367 {
368 object *spop;
369
370 for (spop = op->inv; spop; spop = spop->below)
371 if (spop->type == SPELL && !strcmp (spop->name, name))
372 return spop;
373
374 return NULL;
375 }
376
377
378 /*
379 * Look at object 'op' and see if they know the spell
380 * spname. This is pretty close to check_spell_known
381 * above, but it uses a looser matching mechanism.
382 * returns the matching spell object, or NULL.
383 * If we match multiple spells but don't get an
384 * exact match, we also return NULL.
385 */
386
387 object *
388 lookup_spell_by_name (object *op, const char *spname)
389 {
390 object *spob1 = NULL, *spob2 = NULL, *spob;
391 int nummatch = 0;
392
393 if (spname == NULL)
394 return NULL;
395
396 /* Try to find the spell. We store the results in spob1
397 * and spob2 - spob1 is only taking the length of
398 * the past spname, spob2 uses the length of the spell name.
399 */
400 for (spob = op->inv; spob; spob = spob->below)
401 {
402 if (spob->type == SPELL)
403 {
404 if (!strncmp (spob->name, spname, strlen (spname)))
405 {
406 nummatch++;
407 spob1 = spob;
408 }
409 else if (!strncmp (spob->name, spname, strlen (spob->name)))
410 {
411 /* if spells have ambiguous names, it makes matching
412 * really difficult. (eg, fire and fireball would
413 * fall into this category). It shouldn't be hard to
414 * make sure spell names don't overlap in that fashion.
415 */
416 if (spob2)
417 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
418 spob2 = spob;
419 }
420 }
421 }
422 /* if we have best match, return it. Otherwise, if we have one match
423 * on the loser match, return that, otehrwise null
424 */
425 if (spob2)
426 return spob2;
427 if (spob1 && nummatch == 1)
428 return spob1;
429 return NULL;
430 }
431
432 /* reflwall - decides weither the (spell-)object sp_op will
433 * be reflected from the given mapsquare. Returns 1 if true.
434 * (Note that for living creatures there is a small chance that
435 * reflect_spell fails.)
436 * Caller should be sure it passes us valid map coordinates
437 * eg, updated for tiled maps.
438 */
439 int
440 reflwall (maptile *m, int x, int y, object *sp_op)
441 {
442 object *op;
443
444 if (OUT_OF_REAL_MAP (m, x, y))
445 return 0;
446 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
447 if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) ||
448 sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
449 return 1;
450
451 return 0;
452 }
453
454 /* cast_create_object: creates object new_op in direction dir
455 * or if that is blocked, beneath the player (op).
456 * we pass 'caster', but don't use it for anything.
457 * This is really just a simple wrapper function .
458 * returns the direction that the object was actually placed
459 * in.
460 */
461 int
462 cast_create_obj (object *op, object *caster, object *new_op, int dir)
463 {
464 maptile *m;
465 sint16 sx, sy;
466
467 if (dir &&
468 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
469 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
470 {
471 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
472 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
473 dir = 0;
474 }
475 new_op->x = op->x + freearr_x[dir];
476 new_op->y = op->y + freearr_y[dir];
477 if (dir == 0)
478 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR);
479 else
480 insert_ob_in_map (new_op, op->map, op, 0);
481 return dir;
482 }
483
484 /* Returns true if it is ok to put spell *op on the space/may provided.
485 * immune_stop is basically the attacktype of the spell (why
486 * passed as a different value, not sure of). If immune_stop
487 * has the AT_MAGIC bit set, and there is a counterwall
488 * on the space, the object doesn't get placed. if immune stop
489 * does not have AT_MAGIC, then counterwalls do not effect the spell.
490 *
491 */
492
493 int
494 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
495 {
496 object *tmp;
497 int mflags;
498 maptile *mp;
499
500 mp = m;
501 mflags = get_map_flags (m, &mp, x, y, &x, &y);
502
503 if (mflags & P_OUT_OF_MAP)
504 return 0;
505
506 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y)))
507 return 0;
508
509 for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above)
510 {
511 /* If there is a counterspell on the space, and this
512 * object is using magic, don't progress. I believe we could
513 * leave this out and let in progress, and other areas of the code
514 * will then remove it, but that would seem to to use more
515 * resources, and may not work as well if a player is standing
516 * on top of a counterwall spell (may hit the player before being
517 * removed.) On the other hand, it may be more dramatic for the
518 * spell to actually hit the counterwall and be sucked up.
519 */
520 if ((tmp->attacktype & AT_COUNTERSPELL) &&
521 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
522 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
523 return 0;
524
525 /* This is to prevent 'out of control' spells. Basically, this
526 * limits one spell effect per space per spell. This is definately
527 * needed for performance reasons, and just for playability I believe.
528 * there are no such things as multispaced spells right now, so
529 * we don't need to worry about the head.
530 */
531 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
532 return 0;
533
534 /*
535 * Combine similar spell effects into one spell effect. Needed for
536 * performance reasons with meteor swarm and the like, but also for
537 * playability reasons.
538 */
539 if (tmp->arch == op->arch
540 && tmp->type == op->type
541 && tmp->subtype == op->subtype
542 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
543 {
544 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
545 tmp->range = MAX (tmp->range, op->range);
546 tmp->duration = MAX (tmp->duration, op->duration);
547 return 0;
548 }
549
550 /* Perhaps we should also put checks in for no magic and unholy
551 * ground to prevent it from moving along?
552 */
553 }
554 /* If it passes the above tests, it must be OK */
555 return 1;
556 }
557
558 /* fire_arch_from_position: fires an archetype.
559 * op: person firing the object.
560 * caster: object casting the spell.
561 * x, y: where to fire the spell (note, it then uses op->map for the map
562 * for these coordinates, which is probably a really bad idea.
563 * dir: direction to fire in.
564 * spell: spell that is being fired. It uses other_arch for the archetype
565 * to fire.
566 * returns 0 on failure, 1 on success.
567 */
568
569 int
570 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
571 {
572 object *tmp;
573 int mflags;
574 maptile *m;
575
576 if (spell->other_arch == NULL)
577 return 0;
578
579 m = op->map;
580 mflags = get_map_flags (m, &m, x, y, &x, &y);
581 if (mflags & P_OUT_OF_MAP)
582 {
583 return 0;
584 }
585
586 tmp = arch_to_object (spell->other_arch);
587
588 if (tmp == NULL)
589 return 0;
590
591 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
592 {
593 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
594 tmp->destroy ();
595 return 0;
596 }
597
598 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
599 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
600 /* code in time.c uses food for some things, duration for others */
601 tmp->stats.food = tmp->duration;
602 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
603 tmp->attacktype = spell->attacktype;
604 tmp->x = x;
605 tmp->y = y;
606 tmp->direction = dir;
607 if (op->owner != NULL)
608 tmp->set_owner (op);
609 else
610 tmp->set_owner (op);
611 tmp->level = caster_level (caster, spell);
612 set_spell_skill (op, caster, spell, tmp);
613
614 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
615 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
616 {
617 if (!tailor_god_spell (tmp, op))
618 return 0;
619 }
620 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION (tmp, dir);
622
623 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
624 return 1;
625
626 move_spell_effect (tmp);
627
628 return 1;
629 }
630
631
632
633 /*****************************************************************************
634 *
635 * Code related to rods - perhaps better located in another file?
636 *
637 ****************************************************************************/
638
639 void
640 regenerate_rod (object *rod)
641 {
642 if (rod->stats.hp < rod->stats.maxhp)
643 {
644 rod->stats.hp += 1 + rod->stats.maxhp / 10;
645
646 if (rod->stats.hp > rod->stats.maxhp)
647 rod->stats.hp = rod->stats.maxhp;
648 }
649 }
650
651
652 void
653 drain_rod_charge (object *rod)
654 {
655 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
656 }
657
658
659
660
661 /* this function is commonly used to find a friendly target for
662 * spells such as heal or protection or armour
663 * op is what is looking for the target (which can be a player),
664 * dir is the direction we are looking in. Return object found, or
665 * NULL if no good object.
666 */
667
668 object *
669 find_target_for_friendly_spell (object *op, int dir)
670 {
671 object *tmp;
672 maptile *m;
673 sint16 x, y;
674 int mflags;
675
676 /* I don't really get this block - if op isn't a player or rune,
677 * we then make the owner of this object the target.
678 * The owner could very well be no where near op.
679 */
680 if (op->type != PLAYER && op->type != RUNE)
681 {
682 tmp = op->owner;
683 /* If the owner does not exist, or is not a monster, than apply the spell
684 * to the caster.
685 */
686 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
687 tmp = op;
688 }
689 else
690 {
691 m = op->map;
692 x = op->x + freearr_x[dir];
693 y = op->y + freearr_y[dir];
694
695 mflags = get_map_flags (m, &m, x, y, &x, &y);
696
697 if (mflags & P_OUT_OF_MAP)
698 tmp = NULL;
699 else
700 {
701 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
702 if (tmp->type == PLAYER)
703 break;
704 }
705 }
706 /* didn't find a player there, look in current square for a player */
707 if (tmp == NULL)
708 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
709 {
710 if (tmp->type == PLAYER)
711 break;
712 }
713
714 return tmp;
715 }
716
717
718
719 /* raytrace:
720 * spell_find_dir(map, x, y, exclude) will search first the center square
721 * then some close squares in the given map at the given coordinates for
722 * live objects.
723 * It will not consider the object given as exclude (= caster) among possible
724 * live objects. If the caster is a player, the spell will go after
725 * monsters/generators only. If not, the spell will hunt players only.
726 * It returns the direction toward the first/closest live object if it finds
727 * any, otherwise -1.
728 * note that exclude can be NULL, in which case all bets are off.
729 */
730
731 int
732 spell_find_dir (maptile *m, int x, int y, object *exclude)
733 {
734 int i, max = SIZEOFFREE;
735 sint16 nx, ny;
736 int owner_type = 0, mflags;
737 object *tmp;
738 maptile *mp;
739
740 if (exclude && exclude->head)
741 exclude = exclude->head;
742 if (exclude && exclude->type)
743 owner_type = exclude->type;
744
745 for (i = rndm (1, 8); i < max; i++)
746 {
747 nx = x + freearr_x[i];
748 ny = y + freearr_y[i];
749 mp = m;
750 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
751 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
752 continue;
753
754 tmp = get_map_ob (mp, nx, ny);
755
756 while (tmp != NULL && (((owner_type == PLAYER &&
757 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
758 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
759 tmp = tmp->above;
760
761 if (tmp != NULL && can_see_monsterP (m, x, y, i))
762 return freedir[i];
763 }
764 return -1; /* flag for "keep going the way you were" */
765 }
766
767
768
769 /* put_a_monster: puts a monster named monstername near by
770 * op. This creates the treasures for the monsters, and
771 * also deals with multipart monsters properly.
772 */
773
774 void
775 put_a_monster (object *op, const char *monstername)
776 {
777 object *tmp, *head = NULL, *prev = NULL;
778 archetype *at;
779 int dir;
780
781 /* Handle cases where we are passed a bogus mosntername */
782
783 if ((at = archetype::find (monstername)) == NULL)
784 return;
785
786 /* find a free square nearby
787 * first we check the closest square for free squares
788 */
789
790 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
791 if (dir != -1)
792 {
793 /* This is basically grabbed for generate monster. Fixed 971225 to
794 * insert multipart monsters properly
795 */
796 while (at != NULL)
797 {
798 tmp = arch_to_object (at);
799 tmp->x = op->x + freearr_x[dir] + at->clone.x;
800 tmp->y = op->y + freearr_y[dir] + at->clone.y;
801 tmp->map = op->map;
802 if (head)
803 {
804 tmp->head = head;
805 prev->more = tmp;
806 }
807 if (!head)
808 head = tmp;
809 prev = tmp;
810 at = at->more;
811 }
812
813 if (head->randomitems)
814 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
815
816 insert_ob_in_map (head, op->map, op, 0);
817
818 /* thought it'd be cool to insert a burnout, too. */
819 tmp = get_archetype ("burnout");
820 tmp->map = op->map;
821 tmp->x = op->x + freearr_x[dir];
822 tmp->y = op->y + freearr_y[dir];
823 insert_ob_in_map (tmp, op->map, op, 0);
824 }
825 }
826
827 /* peterm: function which summons hostile monsters and
828 * places them in nearby squares.
829 * op is the summoner.
830 * n is the number of monsters.
831 * monstername is the name of the monster.
832 * returns the number of monsters, which is basically n.
833 * it should really see how many it successfully replaced and
834 * return that instead.
835 * Note that this is not used by any spells (summon evil monsters
836 * use to call this, but best I can tell, that spell/ability was
837 * never used. This is however used by various failures on the
838 * players part (alchemy, reincarnation, etc)
839 */
840
841 int
842 summon_hostile_monsters (object *op, int n, const char *monstername)
843 {
844 int i;
845
846 for (i = 0; i < n; i++)
847 put_a_monster (op, monstername);
848
849 return n;
850 }
851
852
853 /* Some local definitions for shuffle-attack */
854 struct attacktype_shuffle
855 {
856 int attacktype;
857 int face;
858 } ATTACKS[22] =
859 {
860 {
861 AT_PHYSICAL, 0},
862 {
863 AT_PHYSICAL, 0}, /*face = explosion */
864 {
865 AT_PHYSICAL, 0},
866 {
867 AT_MAGIC, 1},
868 {
869 AT_MAGIC, 1}, /* face = last-burnout */
870 {
871 AT_MAGIC, 1},
872 {
873 AT_FIRE, 2},
874 {
875 AT_FIRE, 2}, /* face = fire.... */
876 {
877 AT_FIRE, 2},
878 {
879 AT_ELECTRICITY, 3},
880 {
881 AT_ELECTRICITY, 3}, /* ball_lightning */
882 {
883 AT_ELECTRICITY, 3},
884 {
885 AT_COLD, 4},
886 {
887 AT_COLD, 4}, /* face=icestorm */
888 {
889 AT_COLD, 4},
890 {
891 AT_CONFUSION, 5},
892 {
893 AT_POISON, 7},
894 {
895 AT_POISON, 7}, /* face = acid sphere. generator */
896 {
897 AT_POISON, 7}, /* poisoncloud face */
898 {
899 AT_SLOW, 8},
900 {
901 AT_PARALYZE, 9},
902 {
903 AT_FEAR, 10}};
904
905
906
907 /* shuffle_attack: peterm
908 * This routine shuffles the attack of op to one of the
909 * ones in the list. It does this at random. It also
910 * chooses a face appropriate to the attack that is
911 * being committed by that square at the moment.
912 * right now it's being used by color spray and create pool of
913 * chaos.
914 * This could really be a better implementation - the
915 * faces and attacktypes above are hardcoded, which is never
916 * good. The faces refer to faces in the animation sequence.
917 * Not sure how to do better - but not having it hardcoded
918 * would be nice.
919 * I also fixed a bug here in that attacktype was |= -
920 * to me, that would be that it would quickly get all
921 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
922 */
923 void
924 shuffle_attack (object *op, int change_face)
925 {
926 int i;
927
928 i = rndm (0, 21);
929
930 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
931
932 if (change_face)
933 {
934 SET_ANIMATION (op, ATTACKS[i].face);
935 }
936 }
937
938
939 /* prayer_failure: This is called when a player fails
940 * at casting a prayer.
941 * op is the player.
942 * failure is basically how much grace they had.
943 * power is how much grace the spell would normally take to cast.
944 */
945
946 void
947 prayer_failure (object *op, int failure, int power)
948 {
949 const char *godname;
950 object *tmp;
951
952 if (!strcmp ((godname = determine_god (op)), "none"))
953 godname = "Your spirit";
954
955 if (failure <= -20 && failure > -40) /* wonder */
956 {
957 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
958 tmp = get_archetype (SPELL_WONDER);
959 cast_cone (op, op, 0, tmp);
960 tmp->destroy ();
961 }
962
963 else if (failure <= -40 && failure > -60) /* confusion */
964 {
965 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
966 confuse_player (op, op, 99);
967 }
968 else if (failure <= -60 && failure > -150) /* paralysis */
969 {
970 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
971 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
972 paralyze_player (op, op, 99);
973 }
974 else if (failure <= -150) /* blast the immediate area */
975 {
976 tmp = get_archetype (GOD_POWER);
977 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
978 cast_magic_storm (op, tmp, power);
979 }
980 }
981
982 /*
983 * spell_failure() handles the various effects for differing degrees
984 * of failure badness.
985 * op is the player that failed.
986 * failure is a random value of how badly you failed.
987 * power is how many spellpoints you'd normally need for the spell.
988 * skill is the skill you'd need to cast the spell.
989 */
990
991 void
992 spell_failure (object *op, int failure, int power, object *skill)
993 {
994 object *tmp;
995
996 if (settings.spell_failure_effects == FALSE)
997 return;
998
999 if (failure <= -20 && failure > -40) /* wonder */
1000 {
1001 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
1002 tmp = get_archetype (SPELL_WONDER);
1003 cast_cone (op, op, 0, tmp);
1004 tmp->destroy ();
1005 }
1006
1007 else if (failure <= -40 && failure > -60) /* confusion */
1008 {
1009 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
1010 confuse_player (op, op, 99);
1011 }
1012 else if (failure <= -60 && failure > -80) /* paralysis */
1013 {
1014 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
1015 paralyze_player (op, op, 99);
1016 }
1017 else if (failure <= -80) /* blast the immediate area */
1018 {
1019 object *tmp;
1020
1021 /* Safety check to make sure we don't get any mana storms in scorn */
1022 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
1023 {
1024 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
1025 hit_player (op, 9998, op, AT_INTERNAL, 1);
1026
1027 }
1028 else
1029 {
1030 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1031 tmp = get_archetype (LOOSE_MANA);
1032 tmp->level = skill->level;
1033 tmp->x = op->x;
1034 tmp->y = op->y;
1035
1036 /* increase the area of destruction a little for more powerful spells */
1037 tmp->range += isqrt (power);
1038
1039 if (power > 25)
1040 tmp->stats.dam = 25 + isqrt (power);
1041 else
1042 tmp->stats.dam = power; /* nasty recoils! */
1043
1044 tmp->stats.maxhp = tmp->count;
1045 insert_ob_in_map (tmp, op->map, NULL, 0);
1046 }
1047 }
1048 }
1049
1050 int
1051 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1052 {
1053 int success;
1054 player *pl;
1055 object *spell;
1056
1057 if (!spell_ob->other_arch)
1058 {
1059 LOG (llevError, "cast_party_spell: empty other arch\n");
1060 return 0;
1061 }
1062 spell = arch_to_object (spell_ob->other_arch);
1063
1064 /* Always cast spell on caster */
1065 success = cast_spell (op, caster, dir, spell, stringarg);
1066
1067 if (caster->contr->party == NULL)
1068 {
1069 spell->remove ();
1070 return success;
1071 }
1072 for (pl = first_player; pl != NULL; pl = pl->next)
1073 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1074 {
1075 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1076 }
1077 spell->remove ();
1078 return success;
1079 }
1080
1081 /* This is where the main dispatch when someone casts a spell.
1082 *
1083 * op is the creature that is owner of the object that is casting the spell -
1084 * eg, the player or monster.
1085 * caster is the actual object (wand, potion) casting the spell. can be
1086 * same as op.
1087 * dir is the direction to cast in. Note in some cases, if the spell
1088 * is self only, dir really doesn't make a difference.
1089 * spell_ob is the spell object that is being cast. From that,
1090 * we can determine what to do.
1091 * stringarg is any options that are being used. It can be NULL. Almost
1092 * certainly, only players will set it. It is basically used as optional
1093 * parameters to a spell (eg, item to create, information for marking runes,
1094 * etc.
1095 * returns 1 on successful cast, or 0 on error. These values should really
1096 * be swapped, so that 0 is successful, and non zero is failure, with a code
1097 * of what it failed.
1098 *
1099 * Note that this function is really a dispatch routine that calls other
1100 * functions - it just blindly returns what ever value those functions
1101 * return. So if your writing a new function that is called from this,
1102 * it shoudl also return 1 on success, 0 on failure.
1103 *
1104 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1105 * this function will decrease the mana/grace appropriately. For other
1106 * objects, the caller should do what it considers appropriate.
1107 */
1108
1109 int
1110 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1111 {
1112 const char *godname;
1113 int success = 0, mflags, cast_level = 0, old_shoottype;
1114 object *skill = NULL;
1115
1116 old_shoottype = op->contr ? op->contr->shoottype : 0;
1117
1118 if (!spell_ob)
1119 {
1120 LOG (llevError, "cast_spell: null spell object passed\n");
1121 return 0;
1122 }
1123
1124 if (!strcmp ((godname = determine_god (op)), "none"))
1125 godname = "A random spirit";
1126
1127 /* the caller should set caster to op if appropriate */
1128 if (!caster)
1129 {
1130 LOG (llevError, "cast_spell: null caster object passed\n");
1131 return 0;
1132 }
1133
1134 /* if caster is a spell casting object, this normally shouldn't be
1135 * an issue, because they don't have any spellpaths set up.
1136 */
1137 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1138 {
1139 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1140 return 0;
1141 }
1142
1143 /* if it is a player casting the spell, and they are really casting it
1144 * (vs it coming from a wand, scroll, or whatever else), do some
1145 * checks. We let monsters do special things - eg, they
1146 * don't need the skill, bypass level checks, etc. The monster function
1147 * should take care of that.
1148 * Remove the wiz check here and move it further down - some spells
1149 * need to have the right skill pointer passed, so we need to
1150 * at least process that code.
1151 */
1152 if (op->type == PLAYER && op == caster)
1153 {
1154 cast_level = caster_level (caster, spell_ob);
1155 if (spell_ob->skill)
1156 {
1157 skill = find_skill_by_name (op, spell_ob->skill);
1158 if (!skill)
1159 {
1160 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1161 return 0;
1162 }
1163 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1164 {
1165 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1166 return 0;
1167 }
1168 }
1169 /* If the caster is the wiz, they don't ever fail, and don't have
1170 * to have sufficient grace/mana.
1171 */
1172 if (!QUERY_FLAG (op, FLAG_WIZ))
1173 {
1174 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1175 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1176 {
1177 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1178 return 0;
1179 }
1180 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1181 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1182 {
1183 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1184 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1185 {
1186 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1187 }
1188 else
1189 {
1190 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1191 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1192 return 0;
1193 }
1194 }
1195
1196 /* player/monster is trying to cast the spell. might fumble it */
1197 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1198 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1199 {
1200 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1201 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1202 if (settings.casting_time == TRUE)
1203 {
1204 op->casting_time = -1;
1205 }
1206 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1207 return 0;
1208 }
1209 else if (spell_ob->stats.sp)
1210 {
1211 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1212
1213 if (failure < 0)
1214 {
1215 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1216 if (settings.spell_failure_effects == TRUE)
1217 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1218 op->contr->shoottype = (rangetype) old_shoottype;
1219 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1220 return 0;
1221 }
1222 }
1223 }
1224 }
1225
1226 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1227
1228 /* See if we can cast a spell here. If the caster and op are
1229 * not alive, then this would mean that the mapmaker put the
1230 * objects on the space - presume that they know what they are
1231 * doing.
1232 */
1233
1234 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1235 {
1236 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1237 return 0;
1238 }
1239
1240 if ((spell_ob->type == SPELL)
1241 && (caster->type != POTION)
1242 && !QUERY_FLAG (op, FLAG_WIZCAST)
1243 && (QUERY_FLAG (caster, FLAG_ALIVE)
1244 || QUERY_FLAG (op, FLAG_ALIVE))
1245 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1246 {
1247 if (op->type != PLAYER)
1248 return 0;
1249
1250 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1252 else
1253 switch (op->contr->shoottype)
1254 {
1255 case range_magic:
1256 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1257 break;
1258 case range_misc:
1259 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1260 break;
1261 case range_golem:
1262 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1263 break;
1264 default:
1265 break;
1266 }
1267 return 0;
1268 }
1269
1270 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1271 {
1272 if (op->casting_time == -1)
1273 { /* begin the casting */
1274 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1275 op->spell = spell_ob;
1276 /* put the stringarg into the object struct so that when the
1277 * spell is actually cast, it knows about the stringarg.
1278 * necessary for the invoke command spells.
1279 */
1280 if (stringarg)
1281 {
1282 op->spellarg = strdup (stringarg);
1283 }
1284 else
1285 op->spellarg = NULL;
1286 return 0;
1287 }
1288 else if (op->casting_time != 0)
1289 {
1290 if (op->type == PLAYER)
1291 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1292 return 0;
1293 }
1294 else
1295 { /* casting_time == 0 */
1296 op->casting_time = -1;
1297 spell_ob = op->spell;
1298 stringarg = op->spellarg;
1299 }
1300 }
1301 else
1302 {
1303 /* Take into account how long it takes to cast the spell.
1304 * if the player is casting it, then we use the time in
1305 * the spell object. If it is a spell object, have it
1306 * take two ticks. Things that cast spells on the players
1307 * behalf (eg, altars, and whatever else) shouldn't cost
1308 * the player any time.
1309 * Ignore casting time for firewalls
1310 */
1311 if (caster == op && caster->type != FIREWALL)
1312 {
1313 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1314 /* Other portions of the code may also decrement the speed of the player, so
1315 * put a lower limit so that the player isn't stuck here too long
1316 */
1317 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1318 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1319 }
1320 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1321 {
1322 op->speed_left -= 2 * FABS (op->speed);
1323 }
1324 }
1325
1326 if (op->type == PLAYER && op == caster)
1327 {
1328 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1329 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1330 }
1331
1332 /* We want to try to find the skill to properly credit exp.
1333 * for spell casting objects, the exp goes to the skill the casting
1334 * object requires.
1335 */
1336 if (op != caster && !skill && caster->skill)
1337 {
1338 skill = find_skill_by_name (op, caster->skill);
1339 if (!skill)
1340 {
1341 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1342 return 0;
1343 }
1344 change_skill (op, skill, 0); /* needed for proper exp credit */
1345 }
1346
1347 switch (spell_ob->subtype)
1348 {
1349 /* The order of case statements is same as the order they show up
1350 * in in spells.h.
1351 */
1352 case SP_RAISE_DEAD:
1353 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1354 break;
1355
1356 case SP_RUNE:
1357 success = write_rune (op, caster, spell_ob, dir, stringarg);
1358 break;
1359
1360 case SP_MAKE_MARK:
1361 success = write_mark (op, spell_ob, stringarg);
1362 break;
1363
1364 case SP_BOLT:
1365 success = fire_bolt (op, caster, dir, spell_ob, skill);
1366 break;
1367
1368 case SP_BULLET:
1369 success = fire_bullet (op, caster, dir, spell_ob);
1370 break;
1371
1372 case SP_CONE:
1373 success = cast_cone (op, caster, dir, spell_ob);
1374 break;
1375
1376 case SP_BOMB:
1377 success = create_bomb (op, caster, dir, spell_ob);
1378 break;
1379
1380 case SP_WONDER:
1381 success = cast_wonder (op, caster, dir, spell_ob);
1382 break;
1383
1384 case SP_SMITE:
1385 success = cast_smite_spell (op, caster, dir, spell_ob);
1386 break;
1387
1388 case SP_MAGIC_MISSILE:
1389 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1390 break;
1391
1392 case SP_SUMMON_GOLEM:
1393 success = summon_golem (op, caster, dir, spell_ob);
1394 old_shoottype = range_golem;
1395 break;
1396
1397 case SP_DIMENSION_DOOR:
1398 /* dimension door needs the actual caster, because that is what is
1399 * moved.
1400 */
1401 success = dimension_door (op, caster, spell_ob, dir);
1402 break;
1403
1404 case SP_MAGIC_MAPPING:
1405 if (op->type == PLAYER)
1406 {
1407 spell_effect (spell_ob, op->x, op->y, op->map, op);
1408 draw_magic_map (op);
1409 success = 1;
1410 }
1411 else
1412 success = 0;
1413 break;
1414
1415 case SP_MAGIC_WALL:
1416 success = magic_wall (op, caster, dir, spell_ob);
1417 break;
1418
1419 case SP_DESTRUCTION:
1420 success = cast_destruction (op, caster, spell_ob);
1421 break;
1422
1423 case SP_PERCEIVE_SELF:
1424 success = perceive_self (op);
1425 break;
1426
1427 case SP_WORD_OF_RECALL:
1428 success = cast_word_of_recall (op, caster, spell_ob);
1429 break;
1430
1431 case SP_INVISIBLE:
1432 success = cast_invisible (op, caster, spell_ob);
1433 break;
1434
1435 case SP_PROBE:
1436 success = probe (op, caster, spell_ob, dir);
1437 break;
1438
1439 case SP_HEALING:
1440 success = cast_heal (op, caster, spell_ob, dir);
1441 break;
1442
1443 case SP_CREATE_FOOD:
1444 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1445 break;
1446
1447 case SP_EARTH_TO_DUST:
1448 success = cast_earth_to_dust (op, caster, spell_ob);
1449 break;
1450
1451 case SP_CHANGE_ABILITY:
1452 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1453 break;
1454
1455 case SP_BLESS:
1456 success = cast_bless (op, caster, spell_ob, dir);
1457 break;
1458
1459 case SP_CURSE:
1460 success = cast_curse (op, caster, spell_ob, dir);
1461 break;
1462
1463 case SP_SUMMON_MONSTER:
1464 success = summon_object (op, caster, spell_ob, dir, stringarg);
1465 break;
1466
1467 case SP_CHARGING:
1468 success = recharge (op, caster, spell_ob);
1469 break;
1470
1471 case SP_POLYMORPH:
1472 #ifdef NO_POLYMORPH
1473 /* Not great, but at least provide feedback so if players do have
1474 * polymorph (ie, find it as a preset item or left over from before
1475 * it was disabled), they get some feedback.
1476 */
1477 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1478 success = 0;
1479 #else
1480 success = cast_polymorph (op, caster, spell_ob, dir);
1481 #endif
1482 break;
1483
1484 case SP_ALCHEMY:
1485 success = alchemy (op, caster, spell_ob);
1486 break;
1487
1488 case SP_REMOVE_CURSE:
1489 success = remove_curse (op, caster, spell_ob);
1490 break;
1491
1492 case SP_IDENTIFY:
1493 success = cast_identify (op, caster, spell_ob);
1494 break;
1495
1496 case SP_DETECTION:
1497 success = cast_detection (op, caster, spell_ob, skill);
1498 break;
1499
1500 case SP_MOOD_CHANGE:
1501 success = mood_change (op, caster, spell_ob);
1502 break;
1503
1504 case SP_MOVING_BALL:
1505 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1506 {
1507 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1508 success = 0;
1509 }
1510 else
1511 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1512 break;
1513
1514 case SP_SWARM:
1515 success = fire_swarm (op, caster, spell_ob, dir);
1516 break;
1517
1518 case SP_CHANGE_MANA:
1519 success = cast_transfer (op, caster, spell_ob, dir);
1520 break;
1521
1522 case SP_DISPEL_RUNE:
1523 /* in rune.c */
1524 success = dispel_rune (op, caster, spell_ob, skill, dir);
1525 break;
1526
1527 case SP_CREATE_MISSILE:
1528 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1529 break;
1530
1531 case SP_CONSECRATE:
1532 success = cast_consecrate (op, caster, spell_ob);
1533 break;
1534
1535 case SP_ANIMATE_WEAPON:
1536 success = animate_weapon (op, caster, spell_ob, dir);
1537 old_shoottype = range_golem;
1538 break;
1539
1540 case SP_LIGHT:
1541 success = cast_light (op, caster, spell_ob, dir);
1542 break;
1543
1544 case SP_CHANGE_MAP_LIGHT:
1545 success = cast_change_map_lightlevel (op, caster, spell_ob);
1546 break;
1547
1548 case SP_FAERY_FIRE:
1549 success = cast_destruction (op, caster, spell_ob);
1550 break;
1551
1552 case SP_CAUSE_DISEASE:
1553 success = cast_cause_disease (op, caster, spell_ob, dir);
1554 break;
1555
1556 case SP_AURA:
1557 success = create_aura (op, caster, spell_ob);
1558 break;
1559
1560 case SP_TOWN_PORTAL:
1561 success = cast_create_town_portal (op, caster, spell_ob, dir);
1562 break;
1563
1564 case SP_PARTY_SPELL:
1565 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1566 break;
1567
1568 default:
1569 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1570 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1571 }
1572
1573 /* FIXME - we need some better sound suppport */
1574 // yes, for example, augment map info with the spell effect
1575 // so clients can calculate the sounds themselves
1576 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1577
1578 /* free the spell arg */
1579 if (settings.casting_time == TRUE && stringarg)
1580 {
1581 free (stringarg);
1582 stringarg = NULL;
1583 }
1584 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1585 * to something like use_magic_item, but you really want to be able to fire
1586 * it again.
1587 */
1588 if (op->contr)
1589 op->contr->shoottype = (rangetype) old_shoottype;
1590
1591 return success;
1592 }
1593
1594
1595 /* This is called from time.c/process_object(). That function
1596 * calls this for any SPELL_EFFECT type objects. This function
1597 * then dispatches them to the appropriate specific routines.
1598 */
1599 void
1600 move_spell_effect (object *op)
1601 {
1602 switch (op->subtype)
1603 {
1604 case SP_BOLT:
1605 move_bolt (op);
1606 break;
1607
1608 case SP_BULLET:
1609 move_bullet (op);
1610 break;
1611
1612 case SP_EXPLOSION:
1613 explosion (op);
1614 break;
1615
1616 case SP_CONE:
1617 move_cone (op);
1618 break;
1619
1620 case SP_BOMB:
1621 animate_bomb (op);
1622 break;
1623
1624 case SP_MAGIC_MISSILE:
1625 move_missile (op);
1626 break;
1627
1628 case SP_WORD_OF_RECALL:
1629 execute_word_of_recall (op);
1630 break;
1631
1632 case SP_MOVING_BALL:
1633 move_ball_spell (op);
1634 break;
1635
1636 case SP_SWARM:
1637 move_swarm_spell (op);
1638 break;
1639
1640 case SP_AURA:
1641 move_aura (op);
1642 break;
1643 }
1644 }
1645
1646 /* this checks to see if something special should happen if
1647 * something runs into the object.
1648 */
1649 void
1650 check_spell_effect (object *op)
1651 {
1652 switch (op->subtype)
1653 {
1654 case SP_BOLT:
1655 move_bolt (op);
1656 return;
1657
1658 case SP_BULLET:
1659 check_bullet (op);
1660 return;
1661 }
1662 }
1663
1664 /* This is called by move_apply. Basically, if someone
1665 * moves onto a spell effect and the walk_on or fly_on flags
1666 * are set, this is called. This should only be called for
1667 * objects of the appropraite type.
1668 */
1669 void
1670 apply_spell_effect (object *spell, object *victim)
1671 {
1672 switch (spell->subtype)
1673 {
1674 case SP_CONE:
1675 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1676 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1677 break;
1678
1679 case SP_MAGIC_MISSILE:
1680 if (QUERY_FLAG (victim, FLAG_ALIVE))
1681 {
1682 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1683
1684 if (!spell->destroyed ())
1685 spell->destroy ();
1686 }
1687 break;
1688
1689 case SP_MOVING_BALL:
1690 if (QUERY_FLAG (victim, FLAG_ALIVE))
1691 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1692 else if (victim->material || victim->materialname)
1693 save_throw_object (victim, spell->attacktype, spell);
1694 break;
1695 }
1696 }